What if Ekko's stun duration scaled with AP up to a maximum cap?
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AP scaling on Ekko's utility's got some promise and its something we're currently testing out as part of a set of changes aimed to pushing Ekko furter towards AP builds/away from tank builds in patch 6.11.
Changes we're currently testing (subject to change as usual of course):
Hey Meddler, is there any chance you might look at his passive too? The movespeed he gets is already pretty huge, does it also need to slow whoever he procs it on?
Possible, we want to focus on the things we think are the biggest issues to address first though. It's very much tank Ekko we want to target here as well, not all builds equally. AP Ekko by contrast's a much healthier champion.
Isn't the sticking power his passive provides (ignoring the slows/dashes from the rest of his kit and IBG) one of the bigger offending parts of Tankko?
Thanks for replying though~
AP Ekko sorta needs the insane speed boost to stay alive though. From my experience with Ekko he needs to be able to deal a ton of damage to a champion and run/ult out and as Ekko you often want to use your ult to deal insane damage, without his ult he relies on his speed boost.
He has 3 slows and a stun, if he isnt supposed to be a CC heavy melee champ, which generally reads 'tank' then he probably shouldnt have so much CC... I think hitting the slow on his passive is a good start, it already provides a massive speed boost, which is arguably more thematic
AP scaling on Ekko's utility's got some promise and its something we're currently testing out as part of a set of changes aimed to pushing Ekko furter towards AP builds/away from tank builds in patch 6.11.
Changes we're currently testing (subject to change as usual of course):
- Q outgoing damage to 40-100 + 0.2 (from 60-120 + 0.1)
- Q slow to 30% + 10% per 100 AP (from 32%-60%)
- R damage to 150-450 + 1.5 (from 200-500 + 1.3)
so with 700 ap he gets a 100% slow? with infernal drake and baron it doesnt seem so hard to reach 700
Yeah, there'll need to be some form of cap or diminishing returns in there if this tests well, not looking to give him a root with enough AP.
Yeah, there'll need to be some form of cap or diminishing returns in there if this tests well, not looking to give him a root with enough AP.
Don't do diminishing returns. Just cap it. It would be easier to balance.
Not necessarily. A cap can send the message of 'get this much of a stat then build other stuff (potentially tank builds again). Diminishing returns beyond a certain point (e.g. 5% per 100 above 500, 2.5% above 700 etc) can be useful to avoid abuse cases (like a root here) while still rewarding the desired build path.
Not necessarily. A cap can send the message of 'get this much of a stat then build other stuff (potentially tank builds again). Diminishing returns beyond a certain point (e.g. 5% per 100 above 500, 2.5% above 700 etc) can be useful to avoid abuse cases (like a root here) while still rewarding the desired build path.
He can't build tanky if the cap is high though. If you cap it at 300 AP, then sure, he's gonna build tanky. If you cap it at something like 600 AP, then the only way he'll be "building tanky" is if they get 3 infernal dragons, and if the enemy team lets that happen they honestly deserve it. And even then, all his "tanky" items will need to be AP bruiser items. If he gives up one for a pure tank item he still won't hit the cap (but he'll get close).
It's already soft-capped (and eventually hard capped) by the reduced slow effects, isn't it? The same reason Thresh ult isn't a root.
can be useful to avoid abuse cases (like a root here)
I thought there was a hard minimum for movespeed that no amount of slow could reduce movement speed below
There is a minimum move speed cap. 100% slows ignore it though and turn into roots.
So what you're saying is that roots are coded as slows
Well, you can still dash with a 100% slow, unlike roots, that's one difference
AFAIK there is already a cap on slows (see Thresh Ult 99% slow, isn't a snare)
Even better example: Rumbles E slows you for 52.5% per missile. If you hit both then you are slowed by 105% but according to lolwiki (not the most reliable source but its proven ingame after all) MS is at a minimum 110.
There is a minimum move speed cap. 100% slows ignore it though and turn into roots.
Or 10% is to high for every 100 AP. If you lowered it to 5% per 100, it would be way to keep from maxing the slow out.
I am not even sure Ekko needs 60% Debuff when he has a double gap close and a speed up
I am biased though, i think the kit he has is way over loaded.
Are u guys aware of this nerfs? This will literally bring him to the ground i mean he will be out again
Can we get information about upcoming Ekko skins? All of his current skins are arguably worse then his original.
Does that scaling have to be linear?
No slow is truly that strong though. There's a soft cap on movement speed slows. Notice how when you get slowed by thresh wall/nasus wither/zilean slow you aren't truly slowed by 99%. Though I don't know how a 100% slow would work if it would really be considered 100% and you would be rooted or if it would work nearly the same as the 99% slow.
100% slow would take you down to 110 MS, IIRC.
It's on the wiki, but I'm too lazy to go get it.
O.o Vandril made a video with 100% slow ap nami, it puts it at 0 ms like it should so why would 100% slow go down to 110 ms?
http://leagueoflegends.wikia.com/wiki/Movement_speed#Calculations
When the raw movement speed is less than 220 another soft cap is used:
If the raw speed is below 220, it gets multiplied by 50% and added to 110.
Example 2: If the calculated raw speed is 0 before soft caps kick in, it is increased to 0 × 0.5 + 110 = 110.
Although, on second glance there does appear to be one other exception:
The only exception to this is when the slow exceeds 100%, in which case the target ends up with 0 movement speed.
Does Ekko's ultimate even need to do damage? Isn't the reposition and heal enough power and thematically appropriate?
Damage on Ekko's ult does a couple of things we like:
It encourages riskier, more offensive plays with the ult. Removing the damage by contrast would push Ekko towards mainly just using it to get out of a fight safely, rather than sometimes using it to re-engage, to set up an ambush etc.
It makes a significant amount of Ekko's damage unreliable, introducing a skill test for Ekko and a point of counterplay for his enemies. Tank Ekko's currently a problem, AP Ekko's much more reasonable. If we were removing all the damage from his ult we'd need to give him a lot of that back elsewhere to keep him functional, at least for the AP build. That'd have to be put in more reliable, less CD gated places though.
Don't you think that tank itemization on mages is a bit out of control? I mean... tank fizz has been a thing for the longest time, tank akali, and even AP alistar...
that said I'm glad you're taking a look at Ekko at least, which only problem remains that his ult heals him for quite a bit unlike other tank assassins that you simply can't burst back.
We do think tank builds are too effective on a number of damage dealers, assassins such as Ekko, Fizz and Akali especially. Not concerned about AP Alistar. Also wouldn't call any of that group mages (AP users though certainly).
Does that mean there are changes to Fizz and Akali in 6.11 along side the Ekko changes?
One problem at a time likely. Probably aiming for the worst abuser atm.
if the % hp trigger for the w passive scaled with ap, that would be nice...tank ekko shouldnt get that passive.
When I saw Ekko's teaser, I was interested by his ability to come back in time and restart the fight, correcting his mistakes in the process.
But when he came out, I was surprised that his ult was really different from what we see in the teaser.
I mean, yes, you do ''correct'' your mistakes when you ult as Ekko but I feel this is pretty much a Leblanc's w with bigger cd, heal and aoe dmg.
I'm no game designer but here how I would design his ult:
You mentioned that you are planning these changes for 6.11.
Are there any numeric nerfs lined up for 6.10 to make him less aggravating to deal with until you identify how to truly fix the issue?
No, there's nothing in 6.10. Our final day to submit 6.10 changes was last Wednesday (patches lock around a week before they go out) and our focus in 6.10 was primarily on follow up to all the mid-season changes.
Hi, I'm an Ekko main who's played AP Ekko mid almost exclusively for awhile now. Damage powershift seems reasonable but the Q slow is a much more powerful nerf than it appears imo. As AP Ekko you're highly combo reliant and the Q slow at levels 3-9 are what net you those early kills by letting you land your combo. The early slow is pretty much destroyed because it's really unlikely to get 200-300 AP from levels 3-9. Those early kills are fairly crucial on Ekko and could make it FAR more difficult to play AP Ekko mid without those necessary snowball kills. Obviously, I can't guarantee this but please at least consider it in your discussion of how to balance my favorite champion.
Hi Meddler. Wouldn't the Q outgoing damage nerf be unfair for AP Ekko mid before 100 AP?
Shield that scale with AD and also gives dash.
4 Dashes
Stun
Ranged execute ultimate
Tanky
Poke
Heal
Shield that scale with AP
Heal on ultimate combined with moblity (not healthy to have heal on champ that is meant to be an assassin)
Double dash
Ranged Poke
Tanky
Stun
Heal on ultimate combined with moblity (not healthy to have heal on champ that is meant to be an assassin)
Assassins having heals is nothing uncommon :l
Rengar has to sacrifice a lot of damage for the heal, Kha'Zix needs to be in point-blank range of something he hits with W, Yi just stands still like a moron for the whole duration, Nocturne's heals is mediocre at best, Nidalee... I suppose, but she can't really use it in the middle of a combat.
On the other hand Ekko sacrifices nothing for using his heal.
And Ekko needs to blow his ultimate. And it heals him for 20% of the damage he has taken in the past 4 sec. There is so much wrong with Ekko, but claiming Ekko has nothing to sacrifice nothing while the others do is just bullshit.
Rengar has to sacrifice a lot of damage for the heal
Ap Rengar anyone? Also it provides resistances.
"Yi just stands still like a moron for the whole duration"
Ekko can't attack during his "heal" either.
"Nocturne's heals is mediocre at best"
Still a heal, and a MUCH shorter cool down than Ekko's.
"Nidalee... I suppose, but she can't really use it in the middle of a combat."
Huh? Lol
Actually it should make perfect sense. If an assassin has either ways to avoid or nullify damage, then they can afford to spend their gold on damage instead, if they cant avoid or nullify damage, then they will have to build tanky.
Riot messed up by giving this guy a sustained damage pattern, CC and decent base damage, which are things bruisers need, not assassins, so obviously bruiser/tank ekko would be a thing.
Preferably you give an assassin free damage mitigation, low base damage and high damage scaling so the best way to build them is to build offensively. Instead riot made the recipe for an effective bruiser.
One last note, assassins shouldnt have CC in the first place
what if ekko's base armor scaled with ap
then he gets tanky from building AP? What are you trying to achieve with this?
Dear Meddler!
I am an ekko main.I have been for a long long time.Before it was op with tank items and he became an attention "prostitute". Im not here to suggest how to do ur job cause i want my champion to stay the way he is BUT i will humbly ask not to nerf him to the ground.
Pls dont send him to the back of the line and keep in mind that even tho "tank" items are really good ,the champion on his own is not THAT good unless ur really skilled with him.(think azir)
U probably have already taken this into consideration but i had to say something :P Welp...anywho. Have a good day and looking forward to seeing wats up.